Added more rumbling!!!
This commit is contained in:
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c97c58c400
commit
ca210eed69
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@ -274,8 +274,6 @@ GameObject:
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@ -447,6 +445,21 @@ MonoBehaviour:
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--- !u!114 &3389629528887116870
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m_GameObject: {fileID: 3120938410244321186}
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m_Script: {fileID: 11500000, guid: 20d294d88e5bc8a42afb1f72751fb61f, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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RopeRubleTolerance: 0.25
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MaxVibration: 0.8
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rope: {fileID: 0}
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--- !u!114 &1160419468000791564
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--- !u!114 &1160419468000791564
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@ -475,21 +488,6 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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StepInterval: 0.8
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StepInterval: 0.8
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Volume: 0.25
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Volume: 0.25
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--- !u!114 &3389629528887116870
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 3120938410244321186}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 20d294d88e5bc8a42afb1f72751fb61f, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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RopeRubleTolerance: 0.25
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MaxVibration: 0.8
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rope: {fileID: 0}
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--- !u!1001 &6225877037457186740
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--- !u!1001 &6225877037457186740
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PrefabInstance:
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PrefabInstance:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -1169,6 +1169,10 @@ PrefabInstance:
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propertyPath: rope
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propertyPath: rope
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value:
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value:
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objectReference: {fileID: 1920006248}
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objectReference: {fileID: 1920006248}
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propertyPath: MaxVibration
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value: 0.5
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objectReference: {fileID: 0}
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propertyPath: otherPlayerAttack
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propertyPath: otherPlayerAttack
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value:
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value:
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@ -1476,6 +1480,10 @@ PrefabInstance:
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propertyPath: rope
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propertyPath: rope
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value:
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value:
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objectReference: {fileID: 1920006248}
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objectReference: {fileID: 1920006248}
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propertyPath: MaxVibration
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value: 0.5
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m_RemovedComponents: []
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m_RemovedGameObjects: []
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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m_AddedGameObjects: []
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@ -4001,6 +4009,10 @@ PrefabInstance:
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propertyPath: m_Name
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propertyPath: m_Name
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value: Blood
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value: Blood
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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- target: {fileID: 4056614590725156132, guid: a99c6b890ab711f4faebdfd6335c5f16, type: 3}
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propertyPath: RumbleAmount
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value: 100
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objectReference: {fileID: 0}
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propertyPath: m_LocalPosition.x
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propertyPath: m_LocalPosition.x
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value: 0
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value: 0
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@ -1,3 +1,4 @@
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using ComputeShaderUtility;
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using ComputeShaderUtility;
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@ -33,6 +34,8 @@ public class BloodComputeShader : MonoBehaviour
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public float splatterVolume = 0.0f;
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public float splatterVolume = 0.0f;
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public AudioSource splatterPlayer;
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public AudioSource splatterPlayer;
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public float RumbleAmount = 100;
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ComputeBuffer particleBuffer;
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ComputeBuffer particleBuffer;
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ComputeBuffer positionBuffer;
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ComputeBuffer positionBuffer;
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ComputeBuffer numParticlesConsumedBuffer;
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ComputeBuffer numParticlesConsumedBuffer;
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@ -158,6 +161,9 @@ public class BloodComputeShader : MonoBehaviour
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score += bufferData[0];
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score += bufferData[0];
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float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
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RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f);
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squeakVolume += 0.1f;
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squeakVolume += 0.1f;
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// Reset counter
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// Reset counter
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@ -264,7 +270,7 @@ public class BloodComputeShader : MonoBehaviour
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bloodCompute.SetVector("particleInitPos", loc);
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bloodCompute.SetVector("particleInitPos", loc);
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bloodCompute.SetInt("particlesToInitialize", found);
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bloodCompute.SetInt("particlesToInitialize", found);
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Vector3 pow = Random.insideUnitSphere * power;
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Vector3 pow = UnityEngine.Random.insideUnitSphere * power;
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pow.z = Mathf.Abs(pow.z);
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pow.z = Mathf.Abs(pow.z);
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bloodCompute.SetVector("initialVelocity",pow);
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bloodCompute.SetVector("initialVelocity",pow);
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@ -1,3 +1,4 @@
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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@ -11,13 +12,24 @@ public class EnemyPathFinding : MonoBehaviour
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[SerializeField] private float ropeDistCheck = 1f;
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[SerializeField] private float ropeDistCheck = 1f;
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[SerializeField] private LayerMask ropeCheckMask;
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[SerializeField] private LayerMask ropeCheckMask;
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private HealthComponent healthComponent;
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NavMeshAgent agent;
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NavMeshAgent agent;
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private void Start()
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private void Start()
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{
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{
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agent = GetComponent<NavMeshAgent>();
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agent = GetComponent<NavMeshAgent>();
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agent.updateRotation = false;
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agent.updateRotation = false;
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agent.updateUpAxis = false;
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agent.updateUpAxis = false;
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healthComponent = GetComponent<HealthComponent>();
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healthComponent.OnHealthZero.AddListener(Rumble);
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}
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}
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private void Rumble()
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{
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RumbleManager.StartRumble(-1, 1f, 1f, 0.5f);
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}
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private void Update()
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private void Update()
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{
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{
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if (targets.Length == 0) return;
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if (targets.Length == 0) return;
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@ -42,7 +42,7 @@ public class RopeRumbling : MonoBehaviour
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float ropeClamed = Mathf.Max(0, rope.Overshoot);
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float ropeClamed = Mathf.Max(0, rope.Overshoot);
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float sensitive_mapped = ropeClamed.Remap(0.2f, 1f, 0f, MaxVibration);
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float sensitive_mapped = ropeClamed.Remap(0.2f, 1f, 0f, MaxVibration);
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float mapped = ropeClamed.Remap(0.5f, 1f, 0f, MaxVibration);
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float mapped = ropeClamed.Remap(0.9f, 1f, 0f, MaxVibration);
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RumbleManager.StartRumble(-1, sensitive_mapped, mapped, 0.1f);
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RumbleManager.StartRumble(-1, mapped, sensitive_mapped, 0.1f);
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}
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}
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}
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}
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